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Subject is a bit of a play on words.
This is a continuation of what Greg Johnson posted at
povray.binaries.animations.
I've skimmed the pov script off the top, as it were, to check out his
working telescope scene. Since this isn't exactly a scene here and more
of a test based upon his original I've moved over to povray.general
here.
If anyones wondered about lense objects for use in scenes this might
help shed a little light on the concept as relates to POV-Ray, only
slightly though in this case.
Not positive of my efforts to make this clear but here's the bare-bones
script:
//BEGIN
#include "colors.inc"
global_settings {
max_trace_level 6
}
//check out the odd object/lense distance behaviour.
#declare distant = 60; //try 30, 60 and 120
//If 30 is used the magnification drops, same as does 120 as would be
expected though.
#declare sZ = 1;
//scaled 0.8 or greater in z starts to invert image background in y (if
ior 1.32)
//but not the object. Greater than 1 in z inverts object in x (if ior
1.32)
//and less than 0.8 will cause no inversion of both if object distance
is 60.
//If object/lense separation, or ior changes, the above example is
irrelavent.
//animation using clock 0 to 1 allows for better visualisation.
#declare _C_ = clock;
#switch (_C_)
#range (0,0.8)
#declare c1=_C_/0.8;
#break //First case ends
#range (0.8,1)
#declare c1=1;
#break
#else
#declare c1=1;
#end
#declare ccc=pow(c1,.1);
//#declare ccc=0;
#declare p=0.125;
#declare a=2;
//#declare tt=0.2;
//#declare framet=.1;
//#declare lenstype=2; //2 for big eyes
background {SkyBlue}
#declare dmin=a;
#declare d=dmin/p;
#declare e=sqrt((dmin*dmin/p/p)-a*a);
#declare lens=
intersection{
sphere {<0,0,e>,d}
sphere {<0,0,-e>,d}
pigment { Clear + Yellow/12}
finish {ior iR}
// = ior 1.32 appears to be maximum magnification, < 1.32?, > 1.32?
scale <1,1,sZ> //rescale z.
}
#declare scope=
union{
object {lens
rotate <0,180,0>
}
object {lens
rotate <0,180,0>
translate <0,0,1.752>
}
difference{
cylinder {<.0,0,0>,<0,0,1.9>,2
texture {
pigment {Silver}
finish{metallic on
}
}
}
cylinder {<.0,0,-.2>,<0,0,2.2>,1.9
texture {
pigment {Silver}
finish{metallic on
}
}
}
}}
object {scope}
camera {location <15-15*ccc, 70-70*ccc, -15-90+90*ccc> angle 32 look_at
<0,0,40-40*ccc>}
light_source { <80, 1620, 80> color White }
light_source { <-4000, 400, -4000> color White*.6 }
plane {y,-9
hollow
pigment { rgbf <.1,.3,.6,.9> }
normal {bumps
rotate <0,0,45*_C_>}
finish {reflection 0.5}
}
box {<2,-4,distant+2>,<-2,-50,distant-2>
pigment {
wood
turbulence 0.1
color_map {
[0.1 color Brown]
[0.5 color Brown]
[0.501 color White]
[1. color White]
}
rotate <85,5,5>
scale 0.005
}
}
box {-1,1
pigment {gradient y color_map {
[0 rgb<1,0,0>]
[.5 rgb<0,1,0>]
[1 rgb<0,0,1>]
} rotate 30*x }
finish {ambient .5 diffuse .5}
scale .5 rotate <45,45,0> translate <0,0,distant>
}
box {-1,1 scale 15 translate <0,-17.5,-10>
pigment {rgb <0,1,0>}
}
/*
//water
fog {
fog_type 2
distance 8
color rgb <.2,.4,.8>
up <0,1,0>
fog_offset -9
fog_alt .0001
}
*/
//END
--
omniVERSE: beyond the universe
http://members.aol.com/inversez/POVring.htm
=Bob
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